Game Development Community

DIF maximum?

by Scott Holliday · in Torque Game Engine · 07/21/2004 (7:58 am) · 2 replies

I've been analyzing the capabilities of Torque for building large maps made of small interchangable tiles. I've noticed that regardless of brush number, if you have too many interior instances, the map won't even load.

For instance - if you look at the demo fps map that comes with the HEAD, I'm guessing there are at least several thousand brushes. However, if I delete all the interiors and add in 500 2-brush interiors, the game crashes during loading (or at best loads really slowly).

This suggests that each interior regardless of complexity requires vastly more resources than a single large interior that contains all of the same brushes.

So, it appears my tile method is not going to be viable. Am I missing something? Is there a better method to load in bunches of interiors? Note that since the mission will be all inside, I don't care about lighting or any of that.

#1
07/21/2004 (2:41 pm)
Do you have a debugger running so that you can see at what point during loading it crashes? Is it when reading the mission file, or when lighting the scene, or somewhere else? If you don't care about lighting, I would make sure to disable the shadow map generation, as it would be the most likely thing to get messed up by so many interiors.
#2
07/21/2004 (2:42 pm)
Also, a larger interior containing all the components should be fairly efficient if you do a good job of portalizing those sections, so that would also be an option.